[Date Prev][Date Next][Thread Prev][Thread Next]
[Date Index]
[Thread Index]
- Subject: Re: Lua's GC
- From: Ignacio Castaño <castanyo@...>
- Date: Wed, 12 Jun 2002 22:30:21 +0200
I just try to minimize allocations, and disable the garbage collector, to
run it only when I find it appropiate. This is what Unreal I originally did,
it only called the gd when the level changes. I think there were some post
about how he coded a new garbage collector for UT in a public mailing
list...
Ignacio Castaño
castanyo@yahoo.es
Pyrogon Public wrote:
> Okay, I think I grasp the basics of the Lua GC situation. So for those
> of you actively using Lua in a real-time game engine, how are you
> dealing with its hiccups? Implementing your own GC, or just defensive
> coding (e.g. calling the collector every frame, attempting to minimize
> object creation, etc.)? If the latter, what specific strategies are you
> adopting?
>
> I'm thinking of using Lua for a server project I'm working on, but the
> hiccups absolutely can't happen. Of course, if Lua could have the
> collector run in another thread, that would solve a lot of problems =)
> (Yes, in exchange for opening up a whole new set of problems).
>
> Brian
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com